Hey Kruzr - this is a great tutorial you’ve written and you’ve started a great thread. The next eyes I use will be created via your method

To add to this topic: After the eyes are brought into ZBrush they need a final touch which may be accomplished in ZBrush, Photoshop or PSP - they need to be shaded/shadowed. The initial render may place a shadow on the eye (which is critical) but it would be best to enhance it. This applies to any 3D app
As Adman notes - the eye is not a simple sphere - there will be shadowing and highlights under the cornea. The important point is you must first light your scene before you’ll know where to put these shadows/highlights.
I previously posted the following but perhaps it belongs in this thread 
I create new eyes for each image and process them according to the lighting etc in each image. Although I’ve created eyes within ZBrush that I like - I often begin with an eye texture created in Darktree then heavily modified in Photoshop. Following is the creation progression for the mother’s eye:
The left eye below is the texture straight out of (although manipulated within) Darktree. The right eye is the result of editing within Photoshop.

The left eye below is the rendered eye straight out of ZBrush with no shadows or highlights. The right eye is the result of editing within Photoshop.

After doing the initial render in ZBrush I paint the eyeball with 100% flat white - render again and use this as a layer mask in Photoshop. Using the Photoshop paint brush set at approximately 25% black – I add shading around the eye including the shadow and adjust the tones under the cornea.
Even subtle eye shading may have a dramatic effect 
jd